Backyard Monsters Brings Traditional Strategy Elements to Facebook
If you’ve spent any significant amount of time on Facebook in recent weeks, you’ve probably seen the advertisements for some game called Backyard Monsters. Truth be told, our guess was that the Casual Collective title would be another husbandry, where users grow and care for monsters. Very wrong. Backyard Monsters is, surprisingly, a strategy game, and even more surprisingly, one that doesn’t feel like another Civilization or Evony clone.
While Backyard Monsters does borrow concepts from the above-named games, it also succeeds in not only sating early player progression desires, but also mixing in elements from real-time strategy games. RTS titles have never been prominent on Facebook, but the mechanics work fairly well in Monsters and even play an almost invisible role in the game’s virtual currency scheme. Moreover, despite some rather drab user interface issues, Backyard Monsters has continued to grow steadily, now reaching approximately 213,000 monthly active users. Here’s a closer look at the game’s details:
Users start off with a plot of land — their “backyard” — and begin constructing required buildings to build up a monster army. As with any RTS, the Town Hall acts as the central hub to all other technology trees, being required to build anything else.
This is where the first notable difference between Backyard Monsters and Evony comes into play. The latter title, and its various clones, always have a finite number of plots of land in which to construct buildings. Technically, that still exists here, but everything is on an invisible grid, and users can place buildings anywhere they will fit. This includes resource gatherers, which in other games are typically limited to the exterior parts of your town or kingdom.
There are a large number of resources to be gathered: Twigs, Pebbles, Putty, Goo, and Shiny. The first four can be gathered passively through various structures, but each structure can only hold so many units until new production must be stored, by the player, in the town hall or a storage silo. Should the user not come back to the game to store resources, gathering will cease.
The Shiny resource, on the other hand, cannot be gathered normally and is the game’s virtual currency (though it can sometimes be earned through a basic quest system). By constructing a general store, users can purchase bonuses with Shiny, including faster resource gathering for a limited time, protection against would-be attackers, extra resources, and even extra workers.
Workers are yet another RTS element brewed into Backyard Monsters, as in order to construct anything, a worker must be available. Until then, they mill about the map. Players only start with one, and in a wise move by Casual Collective, these little guys cost Shiny to hire, with the cost increasing each time you get another one.
It is also worth mentioning that of all the purchases the player can make with the virtual currency, none feels terribly expensive. Resources might cost five Shiny, while speeding up construction on something is six or seven. There is even protection for limited amounts of time (700 Shiny for about a month; less for less time) that can prevent any other players attacking you.
Unfortunately, the app has a slow burn, requiring many buildings that cost a good chunk of change before you can really build any monsters of your own, so you won‘t be doing attacking of your own right away. Thankfully, you are capable of building defensive towers and even booby traps to protect you from almost the get go.
Early on, no player can attack you for about two weeks (or until you pick a fight), but random creatures can. Any defenses constructed — walls, defensive towers, and even booby traps — will automatically attack the various nasties, but a good amount of damage can still be taken by your base. Curiously, nothing requires resources to repair, only time. However, the greater the damage, the longer it takes to fix, and the lower the health of a building the lower its productivity.
Eventually, players will earn enough resources to build monsters for their army, a process similar to constructing buildings. Bigger monsters are more expensive, take longer to research than make, have various prerequisites, and fill up slots in certain buildings that house them. All the same, once players do have an army, and a building called a “Map Room,” they can venture forth and attack other players for their own resources. The game doesn’t focus on using friends as direct allies, but they can help you upgrade your buildings faster, and eventually you will be able to visit their backyards and bank their resources for a cut. Additionally, there is an ability to form truces with other players further along in the game.
Backyard Monsters actually becomes quite addicting, with a good ingress for hooking new players. The only real downside comes in the form of visuals, namely, the user interface. The buildings and most of the monsters look pretty cool (though the animations are almost non-existent), but the UI is unbearably dull. With simplistic shapes, a grid-like layout, and menus and buttons that look like Excel or a 90s website, they feel completely disconnected from the game itself. The game is still fun, so many will probably look past it, but it certainly isn’t doing the potential growth any favors.
Overall, Backyard Monsters is a surprisingly fun strategy game complete with Civ- and RTS-style mechanics. It’s a slightly more unusual choice as a Facebook game, but for what it is, it works. Moreover, its virtual currency is well planned out, making player spending feel insignificant and thus encouraging the impulse-buy psychology that made virtual goods and currency what they are today. The user interface is rather poor by comparison to everything else, but with a few touch ups here and there, an already good game could potentially become great.



July 1st, 2010 at 10:00 am
Awesome game!
July 1st, 2010 at 11:29 am
Nice review! The game combines many elements of different games into one package. I’m sure it will appeal to users of Facebook in a big way.
Another excellent game from the Casual Collective team.
July 2nd, 2010 at 3:22 am
“This is where the first notable difference between Backyard Monsters and Evony comes into play.” Huh? These two games are nothing alike, other than they both have buildings you endlessly level up.
Evony is much more complex and has an actual game map that you play on. BM has a fake map, and in general, much less complexity.
“surprisingly fun strategy game” – I find it hard to classify this as a strategy game. Again, you pretty much just endless level up your buildings. Battle is mostly unsatisfying (unless you’ve maxed your pens).
Only when I was attacked by a more advanced player did I ever feel like I was in a game with another human. One day of that.
I’d score this a C, overall. Takes little time to play.
It is to be commended for not constantly asking you to have your friends join it.
October 22nd, 2010 at 5:09 am
ummm… hey I cant finish the tutorial because i have not given shinys…. help me pls……
i wanna play the game……
how can i finish the tutorial if i cant buy another worker????
October 28th, 2010 at 4:08 am
Jack, What is evony than an amazing game that is the same thing as BM just with better graphics? haha if you dont like BM you dont like evony.
December 23rd, 2010 at 5:01 pm
whats that big weird looking thing is it the town hall?
February 21st, 2011 at 1:00 pm
[...] Monsters is the Casual Collective strategy game that we reviewed last July. The game hasn’t really changed much since then; it’s still the same oddly compelling, [...]
March 1st, 2011 at 8:28 am
[...] in respect to other social games such as Backyard Monsters — as well as popular traditional PC games like the Age of Empires series – the [...]
March 2nd, 2011 at 3:50 pm
[...] is a solid hit for Casual Collective. A quirky, compelling tower defense strategy game that we reviewed back in July 2010 not long after launch, it has continued to grow slowly but steadily and has attained above normal [...]
April 28th, 2011 at 5:01 am
[...] enough that they will also attract different players. There are certainly more casual aspects to Backyard Monsters but Facebook is a wide open market for core gamers, and games will go where the gamers [...]
April 29th, 2011 at 12:31 am
[...] enough that they will also attract different players. There are certainly more casual aspects to Backyard Monsters but Facebook is a wide open market for core gamers, and games will go where the gamers [...]
July 2nd, 2011 at 5:58 pm
pls…give me shiny 1,000
July 15th, 2011 at 5:08 am
pls..give me to 1,000 shiny
July 27th, 2011 at 12:49 pm
[...] These monsters can be sent out to attack other players’ bases, thereby netting more resources. When the game launched, it had a gender neutral art style with arguably “cute” monsters. Since that time, Kixeye has [...]
August 3rd, 2011 at 5:44 pm
[...] Backyard Monsters developer Kixeye announced a Series C round of funding today totally $18 million from Jafco Ventures, Trinity Ventures and Lightspeed Venture Partner. Additionally, Zynga co-founder Andrew Trader will join the developer’s board. [...]
January 23rd, 2012 at 9:47 am
[...] Backyard Monsters [...]
January 26th, 2012 at 9:30 am
[...] style of play is somewhat similar to Kixeye’s popular Backyard Monsters title. Players can upgrade buildings on their base, which in turn allows them to store more [...]